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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/// This shader renders solid colors or simple images in a color or alpha target.
#include ps_quad,sample_color0
#define v_flags_mode v_flags.x
// See constants in src/pattern/mod.rs.
#define SHADER_MODE_COLOR 0
#define SHADER_MODE_TEXTURE 1
#define MAP_TO_PRIMITIVE 0
#define MAP_TO_SEGMENT 1
#ifdef WR_VERTEX_SHADER
void pattern_vertex(PrimitiveInfo info) {
// Note: Since the uv rect is passed via segments, This shader cannot sample from a
// texture if no segments are provided
if (info.pattern_input.x == SHADER_MODE_TEXTURE) {
// Textured
// TODO: Ideally we would unconditionally modulate the texture with the provided
// base color, however we are currently getting glitches on Adreno GPUs on Windows
// if the base color is set to white for composite primitives. While we figure this
// out, v_color is forced to white here in the textured case, which restores the
// behavior from before the patch that introduced the glitches.
// See comment in `add_composite_prim`.
v_color = vec4(1.0);
RectWithEndpoint pattern_rect = info.local_prim_rect;
if (info.pattern_input.y == MAP_TO_SEGMENT) {
pattern_rect = info.segment.rect;
}
vec2 f = (info.local_pos - pattern_rect.p0) / rect_size(pattern_rect);
vs_init_sample_color0(f, info.segment.uv_rect);
}
v_flags_mode = info.pattern_input.x;
}
#endif
#ifdef WR_FRAGMENT_SHADER
vec4 pattern_fragment(vec4 color) {
if (v_flags_mode == SHADER_MODE_TEXTURE) {
vec4 texel = fs_sample_color0();
color *= texel;
}
return color;
}
#if defined(SWGL_DRAW_SPAN)
void swgl_drawSpanRGBA8() {
if (v_flags_mode == SHADER_MODE_TEXTURE) {
if (v_flags_is_mask != 0) {
// Fall back to fragment shader as we don't specialize for mask yet. Perhaps
// we can use an existing swgl commit or add a new one though?
} else {
swgl_commitTextureLinearColorRGBA8(sColor0, v_uv0, v_uv0_sample_bounds, v_color);
}
} else {
swgl_commitSolidRGBA8(v_color);
}
}
#endif
#endif